Fully Scaleable UI I've been watching the alpha videos over and over and I've noticed how big the UI is. I was wondering if there would be an option to scale each individual piece of UI according to player specifications. I understand it being alpha a lot of the features aren't present in the build. So I figured I'd place my wants here for the UI customization.

This pertains to each individual UI piece --------------------------- I would like to Scale everything to a smaller size

I would also like to be able to move each piece of UI around as I see fit

I would like to be able to remove elements such as the extra HP/MP/TP bars (this requires a little be of explaining) I would prefer to have the HP/MP/TP bar thats associated with the party window in the upper left hand corner, instead of the stand alone one in the lower center of the screen. Also if I move the Party UI window to say the Lower right hand corner it would be nice if the functionality switched from bottom to top instead of top to bottom. For example; once I move the window to the lower Right hand corner my HP/MP/TP bar will go to the bottom and when I add party members they would begin to add from bottom to top right above my HP/MP/TP bars.

I would like an option to show only debuffs I can cure when I hover over a party members bars in the party UI I would also like it if there names are highlighted in red (or maybe I can pick the color) when Party member's HP is low and blinking red when their health is critical (also an option to set specific percentages so each healer can set what is critical and what is low to them) Also I would like a party members HP bar to turn purple if they are debuffed such as poison etc. This will help my WHM out a lot when I need to stop Damage over time debuffs and heal according to who's in the most danger. Little things like this will aid with quick restoration and increase the output of healers. Some may need this others may not but they are options and it's the little things that count.

I would personally like to have one bar set for my button pressing spells and separate bars for spells I click so I would like to see separate 12 button action key UI windows that can be scaled individually, set to be horizontal or vertical, and placed anywhere on the screen individually. I'd have all my healing/buff spells clickable going vertical along side my party window so they are closer for speedy healing while my button pressing spells are damage dealing based and at the bottom center.

I would like to see a one button press to make the UI visible and none visible.

I have a few updates to give you in regards to various aspects of the UI for A Realm Reborn.

First, in regards to chat log font, we received a bit of feedback stating that in screenshots, as well as the Alpha Test, the font felt a bit too small. We will be making it possible to change the size of the font in the chat log config settings, and instead of just having "small," "medium," and "large" font options, it will be possible to indicate a specific font size.

Next, we will be adding notification sounds so that when you are invited to party or linkshell, or receive a trade request you can recognize them quicker. We are also currently looking into making it possible to change the sounds for tells in the config.

There were a few questions asking if there would be a feature where you can make sounds that other players can hear via macro or the chat log, similar to the "calls" from FINAL FANTASY XI; however, we currently do not have any plans to implement this kind of feature. The main reason why is that we will be setting the game up and making adjustments so that everyone can play smoothly without needing to rely on these kinds of sounds. However, if there are enough players that feel strongly about this feature, we will look into it again.

When it comes to UI organization, by using the HUD layout mode you will be able to move various aspects of the UI around to your liking, including buff effects and such. It will also be possible to configure the action bar so that it is constantly displayed, and you can make it so multiple action bars are displayed at the same time.

Just a quick note on buff effects while on the topic; in the Beta Test buff effects will be indicted on your character's stats, but in the future we are planning to show the effects from buffs separately from your character's normal stats.

Finally, for weapon skills like Phalanx that can only be used when fulfilling certain criteria, we received some feedback that mentioned it was difficult to know when these weapon skills can be used and how long they had left before they could execute them. Due to this we are looking into ways to make it easier to recognize, and one example of what we are looking to do is displaying a specialized UI.

The Beta Test is right around the corner, so get amped and try out all of the new UI features when the time comes!

I know you're all anxious to hear more samples of music! While we won't be releasing too many, Soken and Yoshi-P mentioned that they would like to have release mixes of Ul'dah and Gridania to go along with the recently released Limsa mix to finish out the series.

We are looking into a variety of ways to introduce things, so if you have a request, please let us know!

The Lives of NPCs in A Realm Reborn With the changes we'll be making to the maps in A Realm Reborn we will also be changing the location of NPCs. Additionally, we will be adding more liveliness to NPCs in the field similar to NPCs in guilds who are cooking and training.

After A Realm Reborn launches we will also look into adding even more aspects to NPCs to make the game feel alive.

Following up on our first post, we're planning to add an even more life-like feel to NPCs. In the Alpha Test we added various gestures and conversations between NPCs (bubbles appearing over their heads as you approach), but in the Beta Test we will be taking it a step (literally) further and adding NPCs that take it upon themselves to wander around a bit.

During the Beta Test be sure to explore and find these NPCs.

While we were running the Alpha Test phase, Sound Director Knee-Soken made a comment about further expanding the state of liveliness of Eorzea:

Masayoshi_Soken wrote:

I feel that things need to also sound more lively in the areas where NPCs hang around, but due to various hardware constraints this would be a very difficult task. However, we're still going to push to get this implemented! No matter what it takes, there's going to be more hustle and bustle in the city!

Materia So I've had a couple of ideas about the materia system and want to see what you all think and if it will be at all possibly in ARR.

Dropped Materia So my first idea is for materia that is dropped in a dungeon or by a primal/hnm etc. This materia would be a rare drop and exclusive (cannot be converted from spiritbonded gear) and the stats would be unique and slightly superior. Think this would give added value to content, as gear gets old, materia tends to stay useful. And as you can blow materia up, it gives reason to go back and do said content again to gather some more of that particular materia.

Combining lower tier materia Second idea is to be able to craft several lower tier materia's to create a higher tiered version. So for example the recipe could be 3x t3 bloodthirst materia + x amount of crystals to create a t4 bloodthirst materia. Similar recipes could be used for t1's and t2's also. I don't know about most of you, but I used to npc most of my lower tiered materia or waste it just trying to go for a 5 meld for the achievement. This would give it some value at least. But I don't think the synth should be easy, maybe even have to hq for it to work.

Thank you for your feedback on Behest. We just wanted to let you know that in A Realm Reborn we are planning to change the Behest system significantly. New information will be released in the near future, so please look forward to it!

While the feature was already implemented in the Alpha version, we will be making it possible to use this feature in the Beta Test scheduled for February, so please make sure to try it out when testing.

[quote=Rukkirii]If you are the type of adventurer who likes finding treasure chests randomly while exploring the landscape, you will be able to experience something close to this with the upcoming FATE system. [/quote]

I like most of the responses, although I reserve my judgement on the last one because what I have seen/heard so far about the FATE system, it doesn't seem at all like what is being asked for (which happens to be something I've been asking/begging for :P ever since ARR was announced). However since we know so little about it and considering the reponse, FATE might actually be what he was asking for, we can't know until we see it I think, one can only hope anyway.

When it comes to things like this though, I sincerely hope all FATEs aren't shown on the map because the whole idea of secrets like hidden places, treasures, quests etc. would dissapear then imo.

This was from one of the letters: We’ll continue to add content like Skirmish that can be played in parties of four, and those that can be enjoyed without worrying about numbers.

We are preparing content known as a “Full Active Time Event.” It borrows the words “active time” from the FINAL FANTASY series. I think this will be appearing very often in our PR activities from here on out.

It will be difficult to explain the system without a video. For example, an NM pops. A notification of this is sent to all players in the zone, who then converge on the NM. Parties are automatically formed, and a battle begins. The NM is defeated, rewards are doled out, and the players go their separate ways.

Things like Hamlet Defense and Caravan Security will be considered Full Active Time Events. With this system, many different things will take place in many different places. That’s how I’d like you to think of it for now.

This was from one of the letters: We’ll continue to add content like Skirmish that can be played in parties of four, and those that can be enjoyed without worrying about numbers.

We are preparing content known as a “Full Active Time Event.” It borrows the words “active time” from the FINAL FANTASY series. I think this will be appearing very often in our PR activities from here on out.

It will be difficult to explain the system without a video. For example, an NM pops. A notification of this is sent to all players in the zone, who then converge on the NM. Parties are automatically formed, and a battle begins. The NM is defeated, rewards are doled out, and the players go their separate ways.

Things like Hamlet Defense and Caravan Security will be considered Full Active Time Events. With this system, many different things will take place in many different places. That’s how I’d like you to think of it for now.

Sure, if there is more to it than just everyone in the zone mindlessly spamming all abilities which is pretty much what every event like this I have ever seen in mmo- so far has been. I really hope SE pushed the envelope with these types of fights.

Also, like I said this system doesn't sound anything like what the OP asked for, but I hope there is more to it than what has been revealed. I want more info soon! Then again... I want more info about everything XIV now :P

FATE system sounds a lot like Campaign Battles and Bastion Battles in XI then. Those broadcast system messages throughout the zone announcing the stop, start, and status of the battle. Of the two systems, I think Bastion is better - quick battles once every ten to twenty minutes, with strategic options in play to make them easier. (Vunkerl with properly set traps is a black mage's paradise.) Those don't give direct item rewards, though, just exp and their respective kind of points, and the points are turned in for rewards. (Annoyingly enough, it's the only way to get Empyrean base pants, so that's really the only thing people ever do Bastion for.)

Edited, Feb 5th 2013 9:55pm by catwho

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FFXI: Catwho on Bismarck: Retired December 2014

Thayos wrote:

I can't understand anyone who skips the cutscenes of a Final Fantasy game. That's like going to Texas and not getting barbecue.

FATE seems to borrow from the dynamic events of GW2. A dragon appears in the zone; everyone in the zone can see that it has appeared and participate in the battle. Neat and exciting for a while? Yes. But before very long, it's boring because winning the encounter depends on how many people show up. Usually it's the case that tons of people will show up and there's no challenge, or no one will show up and it's impossible. And the encounters already scale according to how many people participate.

So I'm not saying it can't be done well, just that it has been done before and the results were initially neat, then totally underwhelming.

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.

FATE seems to borrow from the dynamic events of GW2. A dragon appears in the zone; everyone in the zone can see that it has appeared and participate in the battle. Neat and exciting for a while? Yes. But before very long, it's boring because winning the encounter depends on how many people show up. Usually it's the case that tons of people will show up and there's no challenge, or no one will show up and it's impossible. And the encounters already scale according to how many people participate.

So I'm not saying it can't be done well, just that it has been done before and the results were initially neat, then totally underwhelming.

Although I agree that world events tend to get long in the tooth or aren't sustainable, I'm glad FFXIV is even considering events like these.

In 1.0 this is what I was hoping Behests were to be initially. An auto-group against an NM or group of quests.

I don't think they're necessarily unsustainable so long as they can overcome the balance problems (not the simplest feat), and on top of which, find a good balance for the event frequency. One of the problems with GW2 was that the events were so frequent and reiterative that there was nothing special about them. I understand they did this to cater to casual players, but I think they could have laid off a good deal.

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.